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Golang mandala.Window类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/remogatto/mandala.Window的典型用法代码示例。如果您正苦于以下问题:Golang Window类的具体用法?Golang Window怎么用?Golang Window使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Window类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。

示例1: Screenshot

// Screenshot takes a screenshot of the current window and return a
// RGBA image.Image.
func Screenshot(window mandala.Window) image.Image {
	width, height := window.GetSize()

	// Allocate the pixel buffer
	pixels := make([]byte, width*height*4)
	gl.PixelStorei(gl.PACK_ALIGNMENT, 1)

	// Read the framebuffer
	gl.ReadPixels(0, 0, gl.Sizei(width), gl.Sizei(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&pixels[0]))

	// Create a RGBA image
	rect := image.Rect(0, 0, width, height)
	img := image.NewRGBA(rect)

	index := 0
	for y := rect.Min.Y; y < rect.Max.Y; y++ {
		for x := rect.Min.X; x < rect.Max.X; x++ {
			color := color.RGBA{
				pixels[index],
				pixels[index+1],
				pixels[index+2],
				pixels[index+3],
			}
			img.Set(x, rect.Max.Y-y, color)
			index += 4
		}
	}

	return img
}
开发者ID:leonardyp,项目名称:mandala,代码行数:32,代码来源:screenshot.go


示例2: newGameState

func newGameState(window mandala.Window) *gameState {
	s := new(gameState)
	s.window = window

	s.window.MakeContextCurrent()

	w, h := window.GetSize()

	s.world = newWorld(w, h)

	// Create the building reading it from a string
	rand.Seed(int64(time.Now().Nanosecond()))

	// Uncomment the following lines to generate the world
	// starting from a string (defined in world.go)

	// s.world.createFromString(pyramid)
	// s.world.setGround(newGround(0, float32(10), float32(w), float32(10)))

	s.world.createFromSvg("raw/world.svg")

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	return s
}
开发者ID:TimothyKlim,项目名称:mandala-examples,代码行数:26,代码来源:game.go


示例3: NewGameState

// NewGameState creates a new game state. It needs a window onto which
// render the scene.
func NewGameState(window mandala.Window) *GameState {
	s := new(GameState)
	s.window = window

	s.window.MakeContextCurrent()

	w, h := window.GetSize()

	s.World = NewWorld(w, h)

	s.Fps = DefaultFps

	// Uncomment the following lines to generate the world
	// starting from a string (defined in world.go)

	// s.World.CreateFromString(pyramid)
	// s.World.setGround(newGround(s.World, 0, float32(10), float32(w), float32(10)))

	s.World.CreateFromSvg("raw/world.svg")

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT)

	return s
}
开发者ID:remogatto,项目名称:mandala-examples,代码行数:30,代码来源:gamestate.go


示例4: init

func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.ClearColor(0.0, 0.0, 1.0, 1.0)
}
开发者ID:remogatto,项目名称:gltext,代码行数:10,代码来源:testlib.go


示例5: init

func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	check()

	// Compile the shaders
	program := shaders.NewProgram(fsh, vsh)
	program.Use()
	check()

	// Get attributes
	attrPos = program.GetAttribute("pos")
	attrTexIn = program.GetAttribute("texIn")
	unifTexture = program.GetUniform("texture")
	gl.EnableVertexAttribArray(attrPos)
	gl.EnableVertexAttribArray(attrTexIn)
	check()

	// Upload texture data
	img, err := loadImage(GOPHER_PNG)
	if err != nil {
		panic(err)
	}

	// Prepare the image to be placed on a texture.
	bounds := img.Bounds()
	imgWidth, imgHeight := bounds.Size().X, bounds.Size().Y
	buffer := make([]byte, imgWidth*imgHeight*4)
	index := 0
	for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
		for x := bounds.Min.X; x < bounds.Max.X; x++ {
			r, g, b, a := img.At(x, y).RGBA()
			buffer[index] = byte(r)
			buffer[index+1] = byte(g)
			buffer[index+2] = byte(b)
			buffer[index+3] = byte(a)
			index += 4
		}
	}

	gl.GenTextures(1, &textureBuffer)
	gl.BindTexture(gl.TEXTURE_2D, textureBuffer)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.Sizei(imgWidth), gl.Sizei(imgHeight), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Void(&buffer[0]))
	check()

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
}
开发者ID:leonardyp,项目名称:mandala,代码行数:53,代码来源:testlib.go


示例6: init

func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Set the viewport
	gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	renderState.boxProgram = shaders.NewProgram(shapes.DefaultBoxFS, shapes.DefaultBoxVS)
	renderState.segmentProgram = shaders.NewProgram(shapes.DefaultSegmentFS, shapes.DefaultSegmentVS)
}
开发者ID:remogatto,项目名称:shapes,代码行数:13,代码来源:testlib.go


示例7: renderLoopFunc

// Run runs renderLoop. The loop renders a frame and swaps the buffer
// at each tick received.
func renderLoopFunc(control *renderLoopControl) loop.LoopFunc {

	return func(loop loop.Loop) error {
		var window mandala.Window
		// Lock/unlock the loop to the current OS thread. This is
		// necessary because OpenGL functions should be called from
		// the same thread.
		runtime.LockOSThread()
		defer runtime.UnlockOSThread()

		// Create an instance of ticker and immediately stop
		// it because we don't want to swap buffers before
		// initializing a rendering state.
		ticker := time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))
		ticker.Stop()

		for {
			select {
			case window = <-control.window:
				ticker.Stop()

				window.MakeContextCurrent()

				width, height := window.GetSize()
				gl.Viewport(0, 0, width, height)

				mandala.Logf("Restarting rendering loop...")
				ticker = time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))

				// Compute window radius
				windowRadius = math.Sqrt(math.Pow(float64(height), 2) + math.Pow(float64(width), 2))

				//gl.Init()
				gl.Disable(gl.DEPTH_TEST)
				// antialiasing
				gl.Enable(gl.BLEND)
				gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
				//gl.Enable(gl.LINE_SMOOTH)

			// At each tick render a frame and swap buffers.
			case <-ticker.C:
				draw()
				window.SwapBuffers()

			case event := <-control.pause:
				ticker.Stop()
				event.Paused <- true

			case <-control.resume:

			case <-loop.ShallStop():
				ticker.Stop()
				return nil
			}
		}
	}
}
开发者ID:remogatto,项目名称:mozaik,代码行数:59,代码来源:game.go


示例8: init

func (renderState *renderState) init(window mandala.Window) {
	window.MakeContextCurrent()

	renderState.window = window
	width, height := window.GetSize()

	// Create the 3D world
	renderState.world = cubelib.NewWorld(width, height)
	renderState.world.SetCamera(0.0, 0.0, 5.0)

	renderState.cube = cubelib.NewCube()

	img, err := loadImage("drawable/marmo.png")
	if err != nil {
		panic(err)
	}

	renderState.cube.AttachTexture(img)

	renderState.world.Attach(renderState.cube)
	renderState.angle = 0.0
}
开发者ID:remogatto,项目名称:mandala-examples,代码行数:22,代码来源:game.go


示例9: renderLoopFunc

// Run runs renderLoop. The loop renders a frame and swaps the buffer
// at each tick received.
func renderLoopFunc(control *renderLoopControl) loop.LoopFunc {
	return func(loop loop.Loop) error {
		var window mandala.Window
		// Lock/unlock the loop to the current OS thread. This is
		// necessary because OpenGL functions should be called from
		// the same thread.
		runtime.LockOSThread()
		defer runtime.UnlockOSThread()

		// Create an instance of ticker and immediately stop
		// it because we don't want to swap buffers before
		// initializing a rendering state.
		ticker := time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))
		ticker.Stop()

		for {
			select {
			case window = <-control.window:
				ticker.Stop()

				window.MakeContextCurrent()

				width, height := window.GetSize()
				gl.Viewport(0, 0, gl.Sizei(width), gl.Sizei(height))

				mandala.Logf("Restarting rendering loop...")
				ticker = time.NewTicker(time.Duration(1e9 / int(FRAMES_PER_SECOND)))

			// At each tick render a frame and swap buffers.
			case <-ticker.C:
				draw()
				window.SwapBuffers()

			case event := <-control.pause:
				ticker.Stop()
				event.Paused <- true

			case <-control.resume:

			case <-loop.ShallStop():
				ticker.Stop()
				return nil
			}
		}
	}
}
开发者ID:remogatto,项目名称:mandala-template,代码行数:48,代码来源:game.go



注:本文中的github.com/remogatto/mandala.Window类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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